Primordial Ooze Posted January 10, 2013 Share Posted January 10, 2013 So far I have managed to get the duck to face the direction it is flying as opposed to moon walking. Now i want to make it so when the duck is "hit" it is shown as a different sprite. I know i need to add a new sprite as the Atari 2600 doesn't have a register for flipping a sprite vertically, but need help in coding the flipping of the different sprites. Any assistance would be greatly appreciated. Sincerely, Primordial Ooze Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted January 11, 2013 Share Posted January 11, 2013 The simplest way is to just have some extra graphics in the rom for the duck being hit. You could use a pointer in your rom to switch between the graphics. LDA indirect Y addressing is probably the easiest for you to use. You need 2 bytes of ram for that. I.e. duckGfx ds 2 To make a pointer for "FlyingDuck": LDA #<FlyingDuck STA duckGfx LDA #>FlyingDuck STA duckGfx+1 Follow a similar procedure for "DyingDuck". When drawing the address mode for indirect Y is like: LDA (duckGfx),Y STA GRP0 Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted January 11, 2013 Share Posted January 11, 2013 Forgot to say, but if you're doing multiple frames of animation, then you could use another ram location (probably a few bits is good) for an animation index. Then you simply load your pointers from a table. I would give an example but I'm on my iPad and typing takes a while. 1 Quote Link to comment Share on other sites More sharing options...
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